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Last post-jam version.

Posted by
Monday, January 2nd, 2017 10:26 pm

5 levels added. Can you beat the final boss?( 50hp, it’s really not too much )

 

 

play here

A more insane version today.

Posted by
Wednesday, December 28th, 2016 11:01 am

I finally had some free time and I spent a whole day doing some job on my game, mainly some *small* visual update.

play here

Bullets

The bullets are transparent so they become less recognizable in player’s room, where the lighting is more intense. Here I added some “negative” light on the red bullet, which can be easily seen now. On the other side, the yellow bullet are added some “positive” light, which can’t hit player and need no attention.

Camera Shaking

I didn’t mean to add any camera shaking in my game. In fact few STG game added that, as it’s a great disruption when you focus on dodging bullets. However, I really have a “Shaking” system in my game(since the first post-jam version). When you fire or destroy something, you create some “shaking”(as the new brown bar shows), which make things crush each other or fall apart because of losing balance. So I added some color shift instead of camera shaking. There is some trick in doing that. I used point filter instead of linear to avoid any blurring, or it will looks more like “dizzy” than shaking. I also shifted green left and blue right, instead red and blur.That make the red bullets looks more stable. It is still a disruption, but much lesser, and easier to overcome. The side effect is, it sometimes makes you dizzy :(  I’m still looking for better solution.

Another post jam version.

Posted by
Tuesday, December 27th, 2016 11:06 am

This version is very explosive — but very imbalanced. I’m gonna get everything sorted and make a complete version this weekend.

play here

First Post-Jam Version

Posted by
Monday, December 19th, 2016 12:47 pm

Hey guys. I just uploaded my first post-jam version. Hopefully I’m not forgotten now.

Run 2016-12-13 02-38-35-10

play here

 

What I wanted to do

The main idea of this game is to make the whole stage falling to you, like a collapsing tower. To simplify the physics simulation, the stage was built up with blocks. When you shoot down some blocks, more of them will fall down. This may make the game somehow like a 3-match, tetris or something, but that’s not what I meant to do (though combining a shooting game with a 3-match sounds also interesting).

In my ideal condition, the stage is in a volatile state at the most time: If you don’t do anything, the stage keeps a fragile balance, and nothing will move. But that cannot stay forever, as enemies around are shooting at you(maybe it should be grow more intense over time?). If you start shooting at them, blocks will be broken, so is the balance, and world with new enemies begin to fall, until a new fragile balance is formed.(well, that still sounds like a 3-match)

This is not really a easy job. Because I used no engine, only some old rendering frameworks of mine, I don’t have an effective level design tool. So I decided to generate the stages randomly. (Even if I designed the stages manually, the behavior of players is still random. ) The unpredictable conditions make the stage process very uncontrollable. In many cases, you need to shoot down many blocks to break the balance, and enemies around you are very few. That’ s a really boring “garbage time”.On the other hand,  sometimes blocks fall extremely rapidly, and the screen is filled with bullets and it’s impossible to evade.  What’s worst, in some conditions the space above you is empty, and the blocks are far above. To avoid such condition, I added a system that blocks will be crushed when few of them supports some big blocks. As a result, when the stage fall quickly, most of the blocks were crushed by the big boss on the top.That also seems weird.

What I did

I worked on the new version last weekend. Except for some minor visual update, my main job was to make the stage process feel better. I added some controlling mechanics to the game. First I added some horizontal bar that can hardly be crushed. but when they lose balance, they break into pieces. Shooting down them will certainly bring down a lot of things.However, these things brought new trouble–the worst case that blocks are far above you happened more frequently.I also tried some other mechanics, but sometimes the density of enemies was simply not rational. Well, maybe I should fix that, but there is no time, and I have a lot of work to do.

What I’m going to do

I will continue my work this weekend. I will try to improve my random generating algorithm, maybe that will work. Also I will add new game entities, which I didn’t have time to do. Hopefully the problems will be more or less resolved.

It is just an shooting game.

Posted by
Thursday, December 15th, 2016 9:25 am

Play my game here

If you think it has something like 3-match or tetris,etc, please let me know why. I want to know what to do later.

My game is finished

Posted by
Monday, December 12th, 2016 1:53 pm

My own engine again.

Run 2016-12-13 02-38-35-10

play here

Maybe I must break my progress for a long time…

Posted by
Friday, May 6th, 2016 10:59 pm

Sorry for that, but I have something else to do. Finishing this game will cost me too much time.

Maybe you will see my game somewhere else.

Run 2016-05-04 01-05-25-00

Here is my game( with a post-jam version )

Shape of Fear Update 2016/5/4

Posted by
Tuesday, May 3rd, 2016 12:18 pm

Phase 1/5 finished. Eliminate all slimes. You know how to do that.

Run 2016-05-04 01-02-54-78

Run 2016-05-04 01-05-25-00

New visual effect of enemies

Run 2016-05-04 01-11-42-09

Can you make it to reach here?But there will be more.

Play my game here

I’m still working on my game.

Posted by
Saturday, April 30th, 2016 10:49 am

Still lots of work to do. Need some time. It’s gonna be bloody.

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Play my game here

Guess what am i going to make

Posted by
Saturday, April 16th, 2016 12:09 pm

Run 2016-04-17 01-04-19-28

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